You gain a 20% chance to stun for three seconds for every charge you have, but the skill itself neither gains nor expends charge.Įssentially a grappling hook that allows you to yoink enemies closer. While it’s a nice skill to initiate combat with, it’s also not really a skill I’d bother maxing.Ī focused surge of energy draws a foe into striking range. The rank 5/15 Onslaught actually costs less mana than the rank 1/15 skill, and its debuffs last for a decent amount of time, so I’d definitely put at least 5 points into it. The main mobility skill of Engineers, basically a leap attack. Foes at the point of impact are damaged and slowed significantly. You leap forward, slamming your melee weapon into the ground. The damage of a maxed-out Flame Hammer far surpasses a maxed-out Ember Hammer, even with the Ember Hammer’s full charge damage bonus. Although the ability to break shields is nice, there is no real contest when it comes down to picking the better DPS skill between the two "Hammers". You deliver a powerful sidelong swing which channels ember energy into a wide, 270 degree arc, destroying shields. Quite useful as crowd control when leveled up to a decent AOE and stun chance, but nothing special in late game when you’re clearing whole rooms with Flame Hammer or Emberquake, both of which easily surpass the damage of Seismic Slam. Pure elemental damage skill, only improved by Focus and +% fire damage bonuses, not by Strength. Your mechanically-assisted stomp stuns and burns all enemies in a four-meter radius around you. Each splinter could end up dealing way more damage than the actual hammer swing itself. Each splinter does half of the skill’s listed DPS % as fire damage, so any +% fire damage bonuses – as well as the damage bonus from Focus – apply in their case. The splinters are separate from the main hit and account for most of the Flame Hammer’s damage. If available, a charge is consumed to generate two additional blasts. That's better than can be said for a lot of mods, if you ask me.Your weapon crushes foes it strikes, creating four flaming splinters that seek out enemies within five meters. We have concrete reason to be optimistic, though. That said, I also hope it means, you know, they'll actually get it done - and not swerve into the ditch of dysfunction that is mod purgatory. I hope that means they're punching their keyboards and hurling very insults words at one another. So SynergiesMOD is quite the thing, and the remainder of its planned content is apparently in "aggressive" development. And honestly, look at what they've already achieved - sans any sort of official mod tools, no less. I have no idea whether or not these people can actually pull it off, but more power to them. Future plans include 24 planned Classes, 3 more Raid Dungeon chains, 2 Quest hubs, 2 more ACTS of overworld play, 3 more Legendary Armor sets, a second tier of legendary weapons, as well as fleshing out the tier1 weapons with more options."Ģ4 classes. Adding 108 Elite monsters, 6 Rare dragons, 28 Raid dungeons, 11 unique World Bosses, 4 Sets of Legendary Armor, 16 new Tier-1 Legendary Weapons, brand new Quest lines, a new World hub for ACT5, and a whole new class: The Necromancer. "SynergiesMOD is a complete conversion for Torchlight 2. You know when people practically coat refrigerators in magnets of big, brightly colored numbers? Well, catch. As for everything else in this particular package, well, brace yourself. Quite a potent necromancer, no? He comes with 30 new skills, a charge bar, and his own set of legendary armor, too, so this isn't just a new class in name alone. To see this content please enable targeting cookies.
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